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System Requirements
(Windows Only Available)
Minimum
- Windows
2000 SP3; Server 2003; XP SP1, Vista SP1
-No 64bit OS support.
-512 MB RAM
-500 MB of HDD Space
-1024x768 Display Size
-Pentium 4 and Higher (SSE2 support
required)
-AMD Athlon XP (model 8 and up
excluding Socket A) SSE2
support
Recommended
- Windows
2000 SP4; Server 2003; XP SP3, Vista SP1
-No 64bit OS support.
-4 GB MB RAM
-1.5 GB of HDD Space
-1400x1050 Display Size
-Pentium Dual Core2 Duo
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History of HDR - Nov 7 2008
1852 - Multi Negative Compositing (combination printing) - Hippolyte Bayard
Hippolyte publicized the Multi Negative method to create and image. He accomplished this by photographing a scene in 2 parts and then merging the results during the Printing Process.
1858 - "River Scene" - Camille Silvy
Camille implemented and extended the first method of using Multiple Negatives to create an image. He accomplished this by photographing a scene in 2 parts and then merging the results during the Printing Process. He extended this process by showing how a photographer could take the seperate exposures at different times and from different positions. Although this is not technically HDR rather more Compositing, it was the first time anyone implemented this type of development method. It would take more than 100 years before Paul Debevec extended this method and produced the first photo based HDR images.
1971 Retinex Edwin Land
This was one of the first most impacting papers on virtual every tone mapping operator that followed. Although this paper didnt have an exact implementation several papers and methods were later developed using these concepts.
The word "retinex" is formed from "retina" and "cortex", suggesting that both the eye and the brain are involved in the processing. From Wikipedia
1988 The radiance lighting simulation and rendering system foundation research begins Greg Ward
1994 The radiance lighting simulation and rendering system paper is published Greg Ward
The first 3D rendering system to use true radiance values (such as the sun example value 10,000,000), Radiance is born. As a result of this new application design a new file format was needed to support this extended data. After a lot of work Greg Ward created an incredible new method of file compression for floating point data. *.hdr is born. The HIGH DYNAMIC RANGE FILE FORMAT which is later dubbed the "HDR" format by Paul
1996 - Modeling and Rendering Architecture from Photographs Paul Debevec
Although this doesnt directly relate to HDR it was an important project for Paul that led to his next several pieces of work, which are all related.
1997 Recovering High Dynamic Radiance Maps from Photographs Paul Debevec
This is where Photography first made its appearance into the HDR world, Paul developed a method of Merging individually developed pictures at different exposures. This was film.
1997 - A Visibility Matching Tone Reproduction Operator for High Dynamic Range Scenes Greg Ward, Holly Rushmeier and Christine Piatko
Greg develops one of the first modern day Tone Mapping operators that uses the human visual system as a frame for this.
1998 - Rendering with Natural Light Paul Debevec
Using his new method of capturing environment lighting, Paul extends this method by using Mirrored Balls and captures 360x360 degrees. This allows for him to now create High Dynamic Range Image Based Lighting (3D rendering system using images as the evirnoment lighting). This method was later used to develop the groundbreaking Matrix effects.
1998- LogLuv encoding for full-gamut, high-dynamic range image Greg Ward
Greg extends his work on High Dynamic Range image file formats by creating the LogLuv Tiff file format.
2000 - Photosphere Application - Greg Ward
Photosphere is Greg Ward HDR application, which was natively developed for Mac users. It allows users to browse, generate and tone map HDR images. In addition it also has probably the most powerful Panoramic stitching application.
2001 - Real-time High Dynamic Range Texture Mapping Paul Debevec
"Technique for representing and displaying high dynamic-range texture maps (HDRTMs) using current graphics hardware. Dynamic range in real-world environments often far exceeds the range representable in 8-bit per-channel texture maps. The increased realism afforded by a high-dynamic range representation provides improved fidelity and expressiveness for interactive visualization of image-based models. Our technique allows for real-time rendering of scenes with arbitrary dynamic range, limited only by available texture memory."
2002 - Photographic Tone Reproduction for Digital Images Erik Reinhard
Erik develops a new method of Tone Mapping Images using a photographic framework.
2002- A Wide Field, High Dynamic Range, Stereographic Viewer Greg Ward
Greg presented a high dynamic range viewer based on the 120- degree field-of-view LEEP stereo optics used in the original NASA virtual reality systems. By combining these optics with an intense backlighting system (20 Kcd/m2) and layered transparencies, we are able to reproduce the absolute luminance levels and full dynamic range of almost any visual environment.
2002 Gradient Domain High Dynamic Range Compression Raanan Fattal
Raanan Fattal develops probably the world's most popular Tone Mapping Operator that is used by Photomatix, Artizen HDR and psftools. This has become what many ppl refer to the HDR Look.
2004 - Direct HDR Capture of the Sun and Sky Paul Debevec
Paul furthers his work on capturing environment lighting by going for the brightest player in the neighbourhood the SUN.
2004- Subband Encoding of High Dynamic Range Imagery Greg Ward
As always Greg once again tops himself by proposing an incredible method of embedding HDR data into the JPEG header so that the file is backwards-compatible with any image editor the supports JPEGS.
2004 - High Dynamic Range Display Systems - Greg Ward with Sunnybrook Technologies
Sunnybrook Technologies develops and presents the first HDR display system.
2005 - JPEG-HDR: A Backwards-Compatible, High Dynamic Range Extension to JPEG Greg Ward
The concept turns into reality with a new addition to the JPEG file format.
June 2005 Artizen HDR is released - SCI Supporting Computers Inc
Supporting Computers Inc makes their first version of Artizen HDR available to the public.
2005 - 'Dynamic Range Reduction Inspired by Photoreceptor Physiology Erik Reinhard
Erik develops a new Tone Mapping operator the uses the Photoreceptor of the human visual system as a the framework of its design.
2005 - High Dynamic Range Imaging: Acquisition, Display, and Image-Based Lighting Book.
High Dynamic Range Imaging: Acquisition, Display, and Image-Based Lighting (The Morgan Kaufmann Series in Computer Graphics) by Erik Reinhard, Greg Ward, Sumanta Pattanaik, and Paul Debevec
2006 - MPEG-HDR - BrightSide Technologies Rafal
Mantiuk
BrightSide Unveils MPEG-HDR Codec at SIGGRAPH 2006 This becomes the very first video file format for HDR imaging. Laying the groung work for developing hardware to support this new format.
FILE FORMATS
*.hdr - greg wards original file format
*.jpg - greg wards jpg
*.tif logluv and raw - tiff implementation of hdr
*.exr - Industrial Light and Magic's file format
*.pfm - raw floating point file format.
*.psd - photoshop file format
*.atx, *.atri - artizen's file format.
WHERE
HDR is used by;
-3D designers
-Architects
-Publications
-Photographers
-Movie Special Effect
CONCLUSION
So to sum up for anyone who is still not sure, HDR is a concept not a process or procedure as you can see that ppl have developed many different methods and procedures to acquire or generate high dynamic range images. An accurate HDR image acquires ALL the radiance and irradiance of a scene. The bottom end of HDR is any data that is more than any standard optical device can display, which could mean just one RAW file. Most ppl prefer the term MDR (Medium Dynamic Range), which is completely acceptable since it doesn't represent the entire range of the environment.
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